Marvel vs. Capcom 2 Walkthrough :

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Walkthrough - Jin Character FAQ

Marvel Vs. Capcom 2 FAQ
ďHow to be an Expert Jin PlayerĒ
First Version: 1/6/01
Last Revised: 1/24/01
Authored by: John Kyle Ildefonzo a.k.a. J to the K
(blazinwriter87@yahoo.com)
If you want to IM me, itís RaGiNgDraGoN87. I donít have ICQ.
If this document or any part of it is copied or used without my consent, I
will feel free to sue you for plagiarism or copyright infringement. If you
would like to use any part of my FAQ,
E-mail me what you want to do with it and Iíll reply. Thank you for your
consideration.
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TABLE OF CONTENTS
I. Introduction
II. Character History
III. Why Play Jin?
IV. Legend
V. Revision History
VI. General Moves
VII. Basic Attacks
VIII. Throws
IX. Special Attacks
X. Hyper Combos
XI. Super Armor Jin
XII. Assist Types
XIII. Combos
XIV. Strategies
XV. Special Thanks
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I. INTRODUCTION
I am J to the K and this is my first FAQ. If you were wondering, I am a
teenage Filipino (AP, baby!) from Las Vegas. The arcade that I most
frequently visit is the Time-out arcade at the Orleans Hotel/Casino. If you
have any suggestions or comments pertaining to my writing, please e-mail me.
I know Iím not the best FAQ writer on this site, but Iíve been playing
fighting games since Street Fighter II and Mortal Kombat; Iíve gotten to
like the madness that is the Crossover Series and I wanted to share some of
my ludicrously powerful Jin combos. Iím not yet an expert, but Iím pretty
close when it comes to Jin. I can play with 53 characters, but the only
characters Iím not above average in skill with are Dhalsim, Spiral,
Anakaris, and Servbot (heís just too weak). I consider my skill with them
to be just about average. Also, if you want to read my poetry, please visit
http://hometown.aol.com/ragingdragon87/myhomepage/poetry.html. Thank you.
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II. CHARACTER HISTORY
>From what I can gather, Jin Saotome comes from the Capcom mech fighting
game, Cyber Bots. He was the pilot of the Blodia. In the Crossover
Universe, Jin fights outside of the Blodia, but not without its aid. He has
appeared in the first Marvel Vs. Capcom, where he was my favorite character.
Thatís all I know of Jin.
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III. WHY PLAY JIN?
Bored of those Shotokans and their clones? Looking for an original
character bearing no resemblances to that of the attacks of any other
character? Are you looking for a good laugh while you fight? Looking for
unexpected, powerful combos? If you have answered, ďyes,Ē to any of these,
you are looking for and have found Jin Saotome. Each and every character
has their pros and cons (some more than others :P), so letís do a run-down
on Jin, shall we?
Pros
-He inflicts above average damage
-He has powerful supers that can be comboed
-He has short, powerful combos.
-Powerful without the risk of being a big target.
-Desperation mode increases power, vitality, and gives him super armor.
-Most of his basic attacks do chip damage.
-High priority thanks to those flames.
-Has a throw that can be mashed.
-Powerful OTG possibilities in the corner and out.
-People who canít use him tend to think he sucks, so your skill will be
unexpected. (Against humans only.)
-Can cross up super jumpers two ways.
-Two good anti-air attacks.
-Can play offensive or defensive
-Can switch from offense to defense in the blink of an eye just like Guile.
-Crazy Expert Combos that do 80+ points of damage.
Cons
-He has lag before and/or after some moves.
-His walking and dash speeds are a bit on the slow side.
-Lack in air combos affects his offensive game a _little_ bit.
-No real projectiles except Blodia Vulcan.
-Heís a ďchargeĒ character.
Of course, since heís one of my favorite characters, I may be overlooking a
few cons, but still, his pros outnumber his cons.
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IV. LEGEND
D-down
U-up
F-forward
B-backward
Lk-light kick
LP-light punch
Mk-medium kick
Mp-medium punch
Hk-hard kick
Hp-hard punch
A1-assist 1
A2-assist 2
Qcf-quarter circle forward
Qcb-quarter circle backward
Charge-hold for one and a half seconds
S-standing
C-crouching
J-jumping
Sj-super jumping
D-dash
XX-hyper cancel (special move into hyper combo)
OTG-off the ground (your opponent has been knocked down and you hit them
while their lying there)
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V. REVISION HISTORY
*1/6/01* Version 1.0: First release, everything is new.
*1/7/01* Version 1.1: Second release, added combos to Intermediate Combos
and to Crazy Expert Combos, and fixed some damage readings.
*1/8/01* Version 1.2: Fixed some typos and other errors. Added boss
strategies, added even more combos.
*1/24/01* Version 1.3: Fixed typos, added to the "Strategies" section, and
fixed some more mistakes.
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VI. GENERAL MOVES
Here I will explain moves that all characters share. Damage readings taken
against Cable in training mode. He takes normal damage and 143 points of
life equal a whole bar. Computer opponents take less damage than human
opponents.
NOTE: In the arcade, the button labels are incorrect. The buttons that are
labeled ďjabĒ and ďshortĒ really are jab and short, but the buttons labeled
ďstrongĒ and ďforwardĒ are really fierce and roundhouse. The buttons that
read as ďfierceĒ and ďroundhouseĒ are really assist 1 and assist 2. While
the medium buttons are not implemented, pressing one of the light attack
buttons twice will result in a medium attack.
Switch Out (10): lp+lk for first partner; hp+hk for second partner
This is how to change your main character. When your character is weak or
you just want to play as someone else, you push the command for the
corresponding partner. Your current main character will taunt (invincible
at this point) and your partner will jump in attacking at the same time,
then taunt also. The second taunt leaves you open, but if the initial
attack connects, you can proceed with an OTG combo, providing they donít
roll.
Snapback (10): qcf+A1 or A2
This attack, when not blocked, will knock your opponents current point man
out of the match and bring in the partner of your choice. Pushing the A1
button will result in the first assistant becoming point man and A2 will
make the second assistant come in. This takes one hyper combo gauge, does
chip damage, can be blocked anywhere, and Jinís snapback is his c. hp
animation.
Dash (none): f, f for forward dash, b, b for backward dash
This can be a speedy advance or a hasty retreat.
Hyper Combos (varies): varies
A hyper combo, or super, takes one hyper combo gauge to initiate. Every
character has at least one super and they are usually the most powerful
attacks in their arsenal, or a power-up.
Delayed Hyper Combos (varies): varies
A DHC is when your current character does performs a hyper combo, but in the
middle of it, you enter the command for a super that your next character
has. Example: Jin is performing a Blodia Vulcan, but during his firing,
you enter the command qcf+two punches while Cyclops is your second
character. Then the screen freezes, Cyclops jumps in, the screen unfreezes,
and Cyclops does a Mega Optic Blast, while Jin and his mech retreat off
screen. Sounds cool, doesnít it? This has replaced the Team Up Mode as the
quickest way top inflict huge damage.
Team Hyper Combos (varies): A1+A2
THCís are when your character calls out his team and they all do supers
corresponding to their assist types. If you have one character or one hyper
combo gauge, then only one person will do a super. If you have two people
left and/or two hyper combos charged, then only two supers will occur. But
if you have all three people still able to fight and have at least three
gauges charged, ALL THREE characters will perform a super.
Super Jump (none): d, u
This is a super jump. Your character will jump to almost to the highest
point of the second screen.
Taunt
Arcade taunt (no damage): Start
Dreamcast taunt (no damage): lk+start
When Jin taunts, his armor disappears in a flash of light and heís got a
towel and heís rubbing his back. Whenever Jinís armor disappears, heís down
to his drawers and Ryu-style bandana.
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VII. BASIC ATTACKS
The numbers in parentheses are the amount of damage Jin inflicts. All
damage readings were performed against Cable whom takes normal damage in
training mode. The computer takes less damage than a human player. 143
damage points make up a full life bar.
JAB (LP)
Standing (2): Jin sticks his fist out and attacks. It is slower and weaker
than most jabs in the game, but faster than his short. Jinís standing jab
is almost as weak as Servbotís weak attacks. If youíre going to jab on the
ground, use the crouching jab for more damage. Can be blocked high or low.
Crouching (6): Just like the standing jab, but stronger and can hit
crouching opponents, except Servbot. Does more damage than the standing jab
and can be blocked high or low.
Jumping (4): A downward punch, not a good jump-in. Must be blocked high.
SHORT (LK)
Standing (6): A slow, straight sidekick to the midsection of most characters
in the game. Can combo into several highly damaging attacks (see ďCombosĒ
section). Can be used for poking, I guess. Can be blocked high or low.
Crouching (6): A slower, lower, more awkward looking kick to the legs. Jin
supports himself on one hand and his feet then kicks forward. Could also
probably be used for poking and can combo into the same things that the
standing one can. Must be blocked low.
Jumping (4): A stereotypical flying sidekick where one leg is bent under him
while the other kicks forward. It is, again, not a good jump in. Must be
blocked high.
STRONG (MP)
Standing (9): This is Jinís launcher. Everyone in the game has a launcher
and they all can be followed by aerial raves. Jin does a little uppercut
with his fist enveloped in flames and sends his opponent high into the sky.
This can be used as an unreliable anti-air attack and misses some crouching
characters and Servbot. Does chip damage. Can also be performed outside of
combos with d-f+hp. Can be blocked high or low.*
Crouching (9): This is Jinís all-purpose combo filler. Combos into more
than the standing short, but both are equally useful in combo starting.
This is a flaming punch; Jin smacks the ground with his fist as if he were
angry at it. It does chip damage. Can be blocked high or low.*
Jumping (7): A flaming punch on the same horizontal line his face is on. I
used to use this punch as an air-to-air attack because itís quick and does
pretty good damage for a medium attack, but the medium buttons arenít
implemented. This is basically just used as an air combo filler or in a
two-hit jump-in. It does chip damage. Must be blocked high.*
FORWARD (MK)
Standing (6, first hit, 3, second hit, and 9 combined): This is a flaming
two-kick attack. It can only be used as a combo ender because he leaps into
the air when he performs this kick. It does chip damage. Can be blocked
high or low.*
Crouching (6, first hit, 3, second hit, and 9 combined): This is a flaming
two-kick attack. It can only be used as a combo ender because he leaps into
the air when he performs this kick. Can only be comboed from either of the
two ground punches because the kicks push the opponent too far away. I used
to use this as a fancy anti-air attack, butÖ It does chip damage. Can be
blocked high or low.*
Jumping (7): This kick can be used in a two-hit jump-in and as an air combo
filler, but sometimes misses in air combos. It does chip damage and has to
be blocked high.*
FIERCE (HP)
Standing (16): Wow! Do Jinís hard attacks do a lot of damage, or what?
Well, Jin gives a mighty swing of his fist and dashes forward at the same
time (without moving his feet?) to give this punch great range and priority.
This makes a great counter and combos off of a standing or crouching kick,
but it has some lag. Be careful when itís blocked. This breaks through
super armor. Does chip damage. Can be blocked high or low.*
Crouching (16): This punch is also a great counter, combos from the same
attacks as the standing version, but has less range. Be careful when itís
blocked because Jin will be sitting there with his arm and body shaking,
Bruce Lee style. This breaks through super armor and is his snapback
animation. Can be blocked low or high and does chip damage.*
Jumping (15): Jin takes that mighty flaming hand of his (is it just me, or
does Jin cover his hands in flame more than Ken?) and slams it downward.
This is his best jump-in, in my opinion, and is a good air combo finisher.
This breaks through super armor. You know the drill, chip damage, blocked
high only.*
ROUNDHOUSE (HK)
Standing (16): Jin jumps straight into the air like a normal jump, but then
his legs become a cyclone and he dives forward at a downward angle reaching
from one end of the screen to the other. Unlike in the previous game, this
can be comboed from a ground-based short kick. This has some lag at the end
and beginning. Careful when trying to nail someone from across the screen,
though I donít recommend it. This breaks through super armor. Chip damage,
blocked high or low.*
Crouching (16): Jin will slide across the floor in the same animation that
is used during the attack frames and uses the same skidding animation. Be
careful when itís blocked, it has some lag at the end. This is an even
better counter than the fierce punches because you can link attacks after
this one. This sweep comes out pretty quickly. This breaks through super
armor, does chip damage, and must be blocked low.*
Jumping (8, first hit, 6, second hit, 14 combined): I only use this or the
Diving Cyclone as jump-ins when I want the combo counter to go a little
higher. This two-hit kick is a little weaker than the jumping fierce, and
itís an okay air combo finisher even though it doesnít create the flying
screen effect. This breaks through super armor. It causes chip damage and
must be blocked high.*
Jumping d+hk (5 for each hit, 15 all together): This move makes Jin stops in
mid-air, does the same animation for his two ground-based roundhouses, and
dives down at a 45ļ angle in a three hit drilling attack. This move serves
as an average jump-in and a dangerous air combo finisher because after the
three hits connect, Jin will keep descending at his slow steady pace, not
able to attack while the opponent lands and recovers before Jinís feet touch
the ground. This breaks through super armor. It can easily be countered
after ending an air combo with it, it does chip damage, and it must be
blocked high.*
*All of Jin Saotomeís flaming basic attacks do chip damage, even on Iceman.
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VIII. THROWS
All damage readings were performed against Cable whom takes normal damage in
training mode. The computer takes less damage than a human player. 143
points of damage make up a full life bar.
Hp throw (16): Jin grabs the opposition and slams them into Blodiaís
oncoming fist from the side of the screen to which Jin has his back.
Hk throw (16+): Jin trips the opponent onto his/her back and then gets on
top grappling, then proceeds pound his/her face. This can be mashed for
extra hits and damage.
Air throw-The same as the hp throw, but in the air.
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IX. SPECIAL ATTACKS
This is a list of Jinís special attacks. I will provide a description and
some uses. Again, all damage readings were performed against Cable whom
takes normal damage in training mode. The computer takes less damage than a
human player.
143 points make up a full life bar.
Saotome Typhoon (6-31): charge back, forward+any punch
The lp version goes about 1/3 of the screens distance and the hp version
goes the whole screens length. This attack inflicts 1-5 hits and
automatically goes into the recovery frames when he runs into a corner in
the middle of the attack. I find this move less useful than the Saotome
Dynamite because it has more lag. When you connect with at least three hits
of the typhoon, you can tack on a Blodia Punch via hyper cancellation. Has
a lot of lag after he stops spinning, but has almost no lag in the
beginning, so you can use this when youíre to far away to connect with a
fierce or donít have a hyper combo gauge charged up. Can be comboed fairly
easily. This move does about 8 points of damage for each hit with hp and
about 6 points of damage for each hit with lp. (See ďCombosĒ section.)
NOTE: When you use this move, yell out ďTyphoon!Ē along with Jin.
Saotome Dynamite (5-23): charge d, u+any punch
Jin stands up, puts his arms out (one to each side), his armor blows up to
create shrapnel, and then puts one hand on the ground as his armor reforms.
Sounds long, but itís pretty quick except the recovery time. Both versions
do the same amount of hits/damage. The amount of hits varies (1-5) from
distance and the situations circumstances (Is the opponent on the floor, is
he standing, crouching, or in the air?). Tack this move on after crouching
rk, no matter what to ward off any retaliation your opponent attempts. This
is a great move to end combos with, and those combos can be extended with
supers. (See ďCombosĒ section.) Also, this move can nullify normal
projectiles because his armor is not connected to his body when he creates
the shrapnel. This is generally weaker than the Typhoon, but still
powerful. NOTE: only single hitting projectiles, not beams, and not super
projectiles.
Saotome Crush (24): hcb+any kick
Jin ducks, leans forward, grabs his opponent, rockets himself around the
perimeter of the whole screen using flames from his posterior, lets go, and
then the opponent slams into the wall opposite Jin. Both versions are
exactly the same. This can be comboed from a standing or crouching lk,
other than that it has no real uses. It is a block-able special throw, but
the damage is pretty good. It has lag before the lunge forward, and Jin
does not go very far. There is also lag after it misses or is blocked. No
chip damage to my notice. Not too useful.
Saotome Fire (unknown I canít get the opponent hit with this in training
mode): (Arcade) Start, then mash, (Dreamcast) lk+start, and then mash.
With this move, it starts out like his normal taunt: He gets semi-naked, and
rubs his back slowly. When you start mashing, he rubs faster and faster
until finally his body turns red. Jin startís screaming in agony as his
back becomes aflame. If the opponent jumps on you or hits you with a direct
contact move (non-projectile), you will hit them a couple of times, and if
they attacked, youíll probably get hit, too. It probably would do chip
damage if someone jumped in and blocked it because itís flame, but Iíve
never seen it.
True story: I was playing someone, and we were both down to our last
characters, but his Cammy had what looked like 2 points of damage left,
while I had about half of Jinís life bar left. I went to the opposite wall
of the screen and did the Saotome Fire. He said out loud, ďKiller Bee
Assault time!Ē and dashed in to start that damaging air combo that would
have killed me, but by the time he got to me, I was flaming, and I guess
heís never seen the move before. Maybe he thought it was like Cableís taunt
and mash: harmless, but it isnít. Well, he decided to do the reliable dash
in lk, hk, air combo into hk Cannon Drill XX Killer Bee Assault combo, but
as soon as the first lk connected, he was k.o.íd. It was hilarious to watch
and then see his face. Even some people around the machine laughed. Well,
completely useless except to humiliate, so thatís it.
Diving Cyclone (15, 5 per hit): d+hk in mid-air
This is in the basic and special attacks because I didnít know whether to
put it in the ďBasic MovesĒ section or this one. Not many uses, most of the
time, treat it like a normal jumping hard attack. Never end an air combo
with it, doing so is VERY dangerous.
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X. HYPER COMBOS
Here are Jinís super combos and their damage readings. Jinís hyper combos
seem impossible to combo afterwards but this is not true. I know several
ways to combo two hyper combos in one combo relatively short combo. Oh
yeah, the damage readings were taken from training mode against Cable whom
takes normal damage and one full life bar equals 143 points of damage. The
computer takes less damage than a human.
Blodia Punch (30-55): qcf+both punches
This attack is the reason why I started using Jin back in the days of the
classic Marvel Vs. Capcom. Jin rears back as if he is going to perform a
standing fierce while the screen pauses for a second. Then, he finishes the
punch animation without the dash, but the gigantic fist of the noble Blodia
mimics Jinís motions and does colossal damage. The closer Jinís back is to
the wall of the screen, the more damage it does. When itís done from across
the screen and actually connects with the last hit, it does 30 points of
damage, while if done while the opponent is landing from a Dragon Punch or
an attack with a similarly long lag and ends up right in front of Jin with
his back completely in the corner, it will inflict 55 points of damage.
This is Jinís most combo-able Hyper Combo because of its quick start up.
(See ďCombos SectionĒ) After the super gets blocked, Jin is safe except for
people with fast reflexes and characters with extremely fast dashes (Cammy,
Servbot, the Wolverines, Magneto, etc), quick rushing supers (Juggernaut,
the Wolverines, Hayato, etc.), and quick beam supers (Ryu, Cyclops, Ryu,
Cable, Ryu, etc.) This super has quite a few invincibility frames during
the start-up. NOTE: Remember to yell out ďBlodia!Ē and try to impersonate
Jinís voice as best you can.
Blodia Vulcan (47-58): qcb+both punches
Super jumpers beware! This move can really mess up your life bar if youíre
not careful. When someone attempts to super jump over to your other side,
initiate the super so that the bullets start to fly as they pass over you.
When you do it this way, itís almost impossible to block. I remember one
time I really ticked this guy off, did it 3 times in one match: once against
each character. If you are facing Jin, never, ever, EVER, push block the
Blodia Vulcan during a normal jump because it will end up making a guard
break and you WILL take full damage from the following bullets. This can no
longer be comboed from a crouching fierce punch because the opponent doesnít
stay in the air long enough for the Vulcan to start up and fire. No combos
for this super, though it is pretty useful. (See strategies section.)
Number of hits varies between 18 and 24. The closer the enemy is to the
mech, the more damage each bullet does. This is Jinís infinite range super.
It can connect on anyone; from anywhere; to anywhere. Useful as an
anti-air if you know youíre opponent is going to jump in and attack, makes a
great counter (stronger than the Blodia Punch, in most cases), and is his
most powerful super half of the time. Since the bullets do more damage when
the opponent is closer to the Vulcan, it does about 58 damage close up, but
if it connects from across the screen or connects on a super jumping
opponent, it only does around 47 damage. NOTE: Donít yell with Jin on this
one because itís more of a grunt than a word.
Saotome Cyclone (50): qcf+both kicks
This is the hardest Hyper Combo Jin has to connect. It connects for only
one hit, but you have more than one chance to catch your opponent (i.e. if
your opponent blocks the first ďhit,Ē push blocks, then dashes in while
Jinís still spinning, they will be sucked into the storm). The amount of
distance that Jin moves forward while performing this attack has been cut
down from Marvel Vs. Capcom, making it even more difficult. Despite what I
have read in another FAQ, the Saotome Cyclone does not reach the top of the
second screen, instead, it only goes about half way up the second screen.
It can be avoided at the peak of most characters super jumps if they are
lucky, a double/triple jump, and also by anyone with an eight-way air dash.
NOTE: Yell with Jin when he says ďSaotome Cyclone!Ē
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XI. SUPER ARMOR JIN
Want to know what happens when a mech pilot gets ticked off? Well, knock
out his two partners and whittle his life down to about 1/3 and find out!
When the previous scenario is set, and Jinís life bar is that low, the first
chance he gets to stand on the ground, he will power up and glow a certain
color, depending on the costume you chose. When Jin enters his desperation
mode, his attacks do more damage, he takes less damage, he gains super
armor, he gets an increase in priority, and he loses nothing in his other
stats. If you have the skill, Jin can take out whatever opposition remains.
When you enter this mode, go into complete offense mode. Keep pounding
your enemy with jumping fierce punches and attempting combos. You have
super armor and can interrupt your enemyís combo with the correct timing.
Just remember to block and make sure you know what youíre doing, instead of
mashing. Many people like to try and chip Jin to death, instead of going
toe-to-toe with Super Armor Jin, so watch out for that.
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XII. ASSIST TYPES
Type Alpha:
Using this assist type, Jin will perform a Saotome Typhoon when called out
to aid his partner, a very useful assist. It can be used to set up an off
the ground combo, a beam super, a rushing super, a vertical super, used as
bait or cover, an anti-air, and other things I havenít listed.
When you have a really good assist, you have to sacrifice something, right?
Well, in Jinís case, itís a good Team Hyper Combo because when you push
A1+A2 while Jin is using this type, he will perform a Saotome Cyclone.
Either the Saotome Cyclone will pick up the enemy and nothing else will
connect, or the Cyclone will completely miss while the rest of the Team
Hyper Combo connects or gets blocked.
Itís a good assist, but the THC sucks. I like this type since I donít use
THCís very much.
Type Beta:
When Jin is using this type, he will jump in and do Saotome Dynamite. Itís
an extremely effective anti-air assist, but wonít lead to much else unless
you are using Captain Commando and whip out a Captain Sword as it connects.
The THC on this type is much better. Instead of performing the Saotome
Cyclone, Jin does Blodia Punch.
A more effective THC for a less useful assist, you make the choice between
Alpha and Beta types. I usually alternate the two depending on my partners,
their anti-air attacks, and their hyper combos during THCís. Either one
will aid you well.
Type Gamma:
Jin will perform his standard launcher after jumping on screen. Use this
only if your characterís launcher is not very good.
The THC hyper combo in this type is also Blodia Punch.
This assist type stinks, in my opinion, but if you use it, remember to tap
down before up after it connects.
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XIII. COMBOS
Finally, the main course has arrived. I know this is what you wanted to see
this whole time. This is my amazing combo section. I will start with the
basic stuff until I get down to the most difficult combos. Jinís combo
series on the ground and in a normal jump is a 2-hit series. During a super
jump, his series is a hunter series. A combo series is one characterís
ability to chain normal attacks together. Stronger is the shortest series.
A character with a 2-hit series may perform two normal attacks
consecutively, a weak attack and then either a medium or hard attack. The
hunter a.k.a. magic a.k.a. zigzag series allows a character to perform any
combination of attacks starting from wp ending at hk, without going
backwards. Some characters can connect the whole six-button chain, though
most can only connect with one of the hard attacks. I will not list every
variation, in other words, Iím not going to list a combo, where both attacks
are standing, and then list the same exact combo, except the first hit was
crouching, though I will list the combos that are completely different when
one is crouching instead of standing. Here goes.
Jinís basic air combo is s.j. lp, s.j. lk, s.j. mp, s.j. mk, air combo
finisher. His finishers are hp, hk, and Diving Cyclone.
A jump-in may be added to these combos, though you may need to dash once you
land to get the whole combo to connect. Jump-ins: hp, hk, Diving Cyclone,
and light attack, medium attack.
All s. lkís may be replaced by c. lkís, and all s. lpís may be replaced by
c. lp.
All damage readings have been performed against Cable whom takes normal
damage. A computer opponent takes less damage than a human opponent. 143
points of damage are a whole life bar. All of these combos have been tested
and figured out by me, J to the K and they all work, including my crazy
expert combos.
BASIC COMBOS
s. lp, c. mp (2 hits) (11-15).
s. lp, s. mp, followed by air combo, followed by a.c. finisher
(7-9 hits) (40-48)
s. lp, c. mk (3 hits) (11-15)
s. lk, c. mp (2 hits) (15)
s. lk, s. mp, followed by air combo, followed by a.c. finisher (7-9 hits)
(44-48)
s. lk, s. mk (3 hits) (15)
s. lk, s. hp or c. hp (2 hits) (22)
s. lk, s. hk (2 hits) (22)
s. lk, c. hk (2 hits) (22)
INTERMEDIATE COMBOS
(From about half the screen away from the opponent) s. hk, OTG Saotome
Dynamite (2-6 hits) (21-38)
s. lk, Saotome Crush (2 hits) (30)
c. hk, OTG Saotome Dynamite (2-6 hits) (21-38)
c. hk, OTG Blodia Punch (5-9 hits) (53-63)
s. lk, Blodia Punch (4-10 hits) (45-56)
s. lp, c. mp, Blodia Punch (5-11 hits) (48-58)
s. lk, c. hk, OTG Saotome Dynamite (3-7 hits) (27-44)
s. lk, c. hk, OTG Blodia Punch (5-10 hits) (56-66)
c. lp, c. mp, Saotome Dynamite (5-6 hits) (28-32)
c. lp, c. mp, hp Saotome Typhoon (4-5 hits) (30-37)
s. lp, c. mp, Saotome Typhoon (at least 3 hits)XX Blodia Punch (12-15 hits)
(70-77)
s. lp, s. mp, Saotome Cyclone (3 hits) (61-65)
c. lk, s. mp, Saotome Cyclone (3 hits) (65)
Saotome Typhoon (4 hits) XX Saotome Cyclone (5 hits) (73)
MY CRAZY EXPERT COMBOS
NOTE: These make you look really good. Use with caution, may be swamped
with questions about how to perform these once pulled off in public, I know
I was.
(From about half the screen away from the opponent whom is in the corner) s.
hk, OTG Saotome dynamite (1-4 hits) XX Saotome Cyclone (3-6 hits) (71-81)
(Opponent in corner) c. hk, OTG Saotome dynamite (1-4 hits) XX
Saotome Cyclone (3-6 hits) (71-81)
(Opponent in corner) s. lk, c. hk, OTG Saotome Dynamite (1-4 hits) XX
Saotome Cyclone (4-7 hits) (75-85)
s. lp, s. mp, Saotome Cyclone, OTG Saotome Dynamite (8 hits) (80-84)
s. lp, s. mp, Saotome Cyclone, OTG Saotome Dynamite (one hit) XX Blodia
Punch (9-13 hits) (105-112)
(Opponent in corner) s. lp, s. mp, Saotome Cyclone, OTG Saotome Dynamite
(1-4 hits) XX Saotome Cyclone (5-8 hits) (117-126)
(Opponent in corner) s. lk, Blodia Punch, OTG c. hk, Blodia Punch (10 hits)
(95)
(Opponent in corner) s. lp, c. mp, Blodia Punch, OTG c. hk, Blodia Punch (11
hits) (95-99)
(Opponent in corner) s. lp, c. mp, Blodia Punch, OTG c. hk, Saotome Cyclone
(7 hits) (105-109)
(Opponent in corner) s. lk, Blodia Punch, OTG c. hk, Saotome Cyclone (6
hits) (108)
(Opponent in corner) s. lk, Blodia Punch, OTG c. hk, Saotome Dynamite (7-9
hits) (66-70)
(Opponent in corner) s. lp, c. mp, Blodia Punch, OTG c. hk, Saotome Dynamite
(8-10 hits) (66-73)
(Opponent in corner) s. lk, Blodia Punch, OTG c. hk, Typhoon (7-8 hits)
(67-71)
(Opponent in corner) s. lp, c. mp, Blodia Punch, OTG c. hk, Typhoon (8-9
hits) (68-75)
(Opponent in corner) s. lk, Blodia Punch, OTG c. hk, lp Typhoon (3 hits) XX
Saotome Cyclone (9 hits) (114)
(Opponent in corner) s. lp, c. mp, Blodia Punch, OTG c. hk, lp Typhoon (3
hits) XX Saotome Cyclone (10 hits) (111-115)
(Opponent in corner) c. lp, c. mp, lp Saotome Typhoon (4 hits) XX Saotome
Cyclone (7 hits) (82)
NOTE: If you find yourself connecting with a Blodia Punch in a corner, no
matter how you did, you can continue into the c. hk and then another super.
The same goes for the Saotome Cyclone, except you can connect another super
to it outside of the corner.
Those are all my insane and not-so-insane combos. Now, on to the next
section....
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XIV. Strategies
OFFENSE
Hereís a tip for when you attempt an air combo with the mech pilot. The
four commands before the finisher should all be done in the same rhythm.
Make sure that when you push the lp button the first time, you donít go too
far up before you begin the air comb. If you reach the peak of your jump
before you begin, you will surely miss after the s.j. mp. If you begin just
before the peak of your super jump, you will miss with the s.j. mk, if the
button presses are done too fast, it will go right over your opponents head.
Also, donít air combo with Jin too much, they arenít worth the trouble.
Itís a bit difficult to learn the timing of the s.j. mk, so I usually only
air combo with Jin once or twice in one battle.
Although Jin isnít really a crazy 20+ hits combo freak, he has a mean
offense. He can easily pin a person in the corner by repeatedly pressuring
them by pounding them with a jumping fierce, and if itís blocked, jump up
and do it again. He does chip damage with his flaming attacks, so if you
keep doing this, your opponent will take chip damage, sometimes, without
them noticing. Jinís combos are short and sweet; take advantage of that.
Just because he is a smaller Hulk doesnít mean that he canít keep the
pressure on just as well as Strider and Captain Commando, because he can.
So when your on the offensive, keep up that pressure with jumping fierce
punches and throw in a few c.hk, Saotome Dynamite against turtles, because
they want to counter it. If you get this combo blocked against a
non-turtle, and they pull something, perform the Punch super and the
invincibility frames will take good care of you, but will treat your
opponent horribly. Remember to be polite and apologize about the damage :).
Also remember to continue into one of the Crazy Expert Combos if they
donít roll, you can perform them without too much trouble, and if they are
in the corner at the time. Do Jinís sweep right after the recovery frames
finish then perform either another Blodia Punch or a Saotome Cyclone.
DEFENSE
Jinís defensive game is very good; he can knock out his opponent by just
waiting for an opening or for a projectile and other things that leave the
opposition open. The fierces make great counters for any lagging attack and
the Blodia Vulcan is perfect for dodging projectiles, beams, super versions
of them, and rushing attacks while inflicting pretty good damage. Once Jin
snaps his fingers, or the screen pauses, he is invincible, so that means
anything coming your way will miss and the Blodia will bust a cap in the
enemy. Also, do this when your opponent is super jumping over you and it is
almost guaranteed to hit.
The Saotome Cyclone is also a pretty good defensive tool. Itís a powerful
anti-air, and can cross up enemies like the Blodia Vulcan, but they have to
be a little lower due to its vertical range. A great thing about catching
someone with a Saotome Cyclone while they are jumping in at or jumping over
you, is that when the Cyclone drops them, you can continue to pummel them
(provided they donít roll) with a Saotome Dynamite which can stretch to a
Blodia Punch or Saotome Cyclone. Itís beautiful, really.
For his anti-airs, you may use a Saotome Typhoon (not recommended), a
Saotome Cyclone (not bad), or Saotome Dynamite (now thatís what Iím talking
about!). Jin can stop any jump-in, anytime, anywhere, with his Dynamite
attack. If your opponent blocks it and tries to dash in on you to
retaliate, pull out the Blodia Punch and take advantage of those
invincibility frames. Remember to continue into one of the Crazy Expert
Combos if they donít roll, you can perform them without too much trouble,
and if they are in the corner at the time. Do Jinís sweep right after the
recovery frames finish then perform either another Blodia Punch or a Saotome
Cyclone.
THE FIERCE PUNCHES
These are good for counters, tacking on at the end of a combo, or for chip
damage. Use these punches freely, but use common sense. Donít do a
standing fierce against a blocking opponent when you can use the safer
jumping fierce.
THE DASHING SWEEP
Jinís sweep moves him about half way across the screen. This is very
useful. Itís a better counter than the fierces because it has just as much
range as the standing fierce, comes out quickly, and can link into a Saotome
Dynamite or Blodia Punch. When you see anyone doing a Hurricane Kick out in
the open without comboing, punish him dearly.
SAOTOME DYNAMITE
This is all-around Jinís best special. Itís good for offense, defense, and
anything in between. Leads to difficult and damaging combos, and itís
pretty damaging all by itself because it hits more than one time.
SUBMITTED STRATEGY
Jamesbot5001@aol.com said that he likes to mix up j. hp with j. hk so that
it will be even harder to counter Jinís blocked jump-ins. Another thing
that Jamesbot5001@aol.com suggested was using Rogueís throw assist (type
Gamma) to easily connect one of Jinís supers. After Rogueís assist
connects, initiate one of his supers, any one will do. I found that this is
very useful if you can use Rogue decently because it gives you a lot of easy
damage and, like Jamesbot5001 said, it will probably piss off your human
opponent. Rogue throw assist, Blodia Punch does about 57 points of damage
because the enemy if flung into the metallic fist; Rogue throw assist,
Saotome Cyclone does 62 points of damage; and Rogue throw assist, Blodia
Vulcan does around 67 damage because the enemy is flung right next to the
Vulcan.
AGAINST CERTAIN TYPES OF PLAYERS
BEAMERS/KEEP-AWAYERS
As with any character without a projectile against a beamer/keep-awayer,
never let them get too far away from you. If they play keep-away, they will
most likely be turtles, so treat them as such. They will easily back into a
corner without you even having to lay a finger on them as they try to keep
away. If when they are in the corner and they try to escape by _super
jumping_, you know what to do: Blodia Vulcan and teach them a lesson about
fighting a Jin expert!
CRAZY DIALERS
By crazy dialers, I mean Strider, the Wolverines, Captain Commando, Storm,
Psylocke, Cyclops, Gambit, and anyone that can keep pressure on you the
whole match if they felt like it. What you have to do to defeat them is
turn that pressure turn against them. Youíve got an insane Spider-man or
Strider jumping-in every few seconds? Blow him sky high with Saotome brand
Dynamite. Or maybe youíd like to trap them in the middle of a Cyclone, and
then blow them up with some Dynamite. Then, maybe you feel like Punching
your enemy, hmm? What if you have a Wolverine or Cammy Dashing in with no
remorse? Do you remember the invincibility frames on the Blodia Punch? You
better remember. How about after they back off, you put pressure on them?
It should be safe.
POWER CHARACTERS
Theyíre just like you except slower, a little stronger, and theyíre MUCH
BIGGER TARGETS. Since all you hard attacks break through super armor, you
can keep pressure on them and chip them with your normal attacks just as
well as they would you. Jump in with fierce a lot because it breaks their
super armor (if they have it) while allowing you to continue a combo.
HYPER ARMORED CHARACTERS
I hate these guys. Mecha-Zangief isnít really too difficult, but Hyper
Armor Colossus is too good. Colossus can have hyper armor and will still be
able to BLOCK which makes it easy for his to block in the middle of most
hyper combos or Power Tackle or Power Spin you in the middle of a combo.
Neither can be launched, but thatís not big deal for Jin. Against
Mecha-Zangief, I usually jump over him and do a fierce in the air and when
he turns around, jump over him again and hit him. Also, you can Blodia
Punch from far away or Blodia Vulcan for about half the damage. Just
remember that he has an anti-air super in this form. When Colossus
activates his hyper armor, (Iíll be the first to admit it) I run like a
coward and try to turtle. I block an attack; push block, and super jump.
When heís standing there roaring like an animal, I put in a fierce or Blodia
Punch, then run like hell. Sometimes as I jump, he will Power Tackle so I
fierce punch him there. Colossus is very hard if you go on a full offense.
You can lose A LOT of life VERY QUICKLY.
COMPUTER
The computer isnít too much trouble. There are some patterns though. Some
computer characters will keep-away and try to chip you to death (Iceman,
Iron Man, War Machine, Ryu, etc.), some will dash and jump-in like crazy
(Strider, Spider-Man, etc.), others will do something insane like super
jump, but before they get to the second screen, theyíll air dash down at
you, or do a downward attack (Rouge, Storm, Magneto) and it is extremely
cheap and frustrating. Some computers donít have an apparent pattern and
play *almost* like humans.
ABYSS
FIRST FORM
This form is a pushover. Heís bigger than Sentinel, he canít block, and he
takes three hours to get ready for one attack or turn around. For his horn
attack, he actually has to reach up and pull the horn out of his head before
he throws it at you, and by that time, you should already be on the other
side of the huge armored freak. Since Jin doesnít jump high enough to leap
over the Abyss, so you will have to super jump and hit the fierce button
almost simultaneously to get to the other side, do damage, and decrease the
height of the jump at the same time. When he rears back to do that rushing
attack, either super jump over him or block the attack. When he puts his
arm in the sky, get ready to block because the attack will track you and
rain down on your position. If he does that beam super and you jump over
him, pummel him with crouching hkís to Saotome Dynamite. Donít waste any
supers on him.
SECOND FORM
This form is just funny to fight. Jump over him and hit him with an hp at
the same time. When you land and he starts to turn around, do it again.
The only things you should look out for are the bubbles and his spray super.
Against the bubbles, you can call in an assist, do Saotome Dynamite, or
use the Blodia Vulcan. Use a Blodia Punch to make things speed up a bit.
THIRD FORM
If he disappears from the screen, block. When he reappears after the fire
columns thing, hit him with a jumping fierce, and then block. A Blodia
Punch after he does his Venom Bite imitation is good. In this match youíll
have to block a lot. The boss is so easy in this game that itís funny. You
should be able to take out all three forms without losing Jin or switching
out, unless you got caught with a super.
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XV. SPECIAL THANKS
Thanks to my family and God for obvious reasons.
Thanks to JChristopher for posting my suggestion in his Crowd Pleasers
Guide, it, in a way, inspired me to write this FAQ.
Thanks to anyone Iíve ever beaten or lost to on the console, in the Orleans
Hotel/Casinoís Time-Out Arcade, or anywhere else.
Thanks to GameFAQS.com if they post my FAQ.
Thatís all, so thank you to anyone who read my ďHow to be an Expert Jin
PlayerĒ
COPYRIGHTED John Kyle Ildefonzo 2001
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